Posts

Something's in the air

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  There’s Something in the Air It’s germs.       We’ve both caught something this last week and have been lucky to scrape together two brain cells between us. B ut we’re coming out the other side, cleaning the house, and even knocking a few things off our game dev list between coughing and sneezing.      Just take a look at how much has changed in the game!                                              Before After      Yeah, all the things we completed were more ‘under-the-hood’ than visually significant. We’ve built up the sign-in system, embedded some basic analytics, started our save-game system, and added code comments!      Sometimes, it’s the little things.      Another thing that was supposed to happen over t...

Made of Bricks

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  Made of Bricks Greetings fellow raiders! A Message from Lead Developer Russ: As we mentioned in the last post, the past two weeks have been focused on migration to Unity 6. One of the things we knew going into this was that our framework thus far had been pieced together in a “get it working, fix it later” fashion- and that wasn’t going to be sustainable moving forward. With that in mind, we made the decision to build a solid foundation that is robust, flexible, easier to build on top of, and will better suit our needs moving forward. This was one of those choices where the only downside is the time it would take to create.  And now here we are, knee deep in getting everything laid out properly. Prior to this, we would see problems come up and just find a band-aid solution so we could push forward. Now we have a better knowledge of how to avoid many of those issues through better planning and execution. It’s been amazing to have the time and space to properly nail down and r...

Swinging with the beat

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 Ahoy all you sky-bound buccaneers!      A big target of ours is variety in our games and making more than one way to play and be good at any task. While games like hydronautics , carpentry, and sailing have enough room for a variety of styles, ones like gunnery and sword-fighting are harder to reimagine. Sword-fighting is particularly difficult as it involves multi-player.  We had a bit of a brainstorming session back at PAX and we're putting together a new Sword-fighting variation- this one will be a rhythm game! Rhythm games are a great break from regular puzzling and should be an excellent match for sword-fighting. They can be exhausting to play for a long period of time, but sword-fighting has a shorter play and it can increase in speed for increasing challenges.  Right now we are looking at using some key parts of the rhythm game WACCA. The circular zone makes for an excellent play area that should be great for a mouse, touch, or controller. The c...

Match 3's and Multiplayer

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  Ahoy, all you sky raiders! New logo!  We are officially a full-time game company! It took a little longer than we wanted, but for this year we'll just be working for ourselves, and trying to keep ourselves from going insane. I've been full-time for a few weeks now and have already been working on re-hashing the bilge game, and Russ' last day at his old job was last week- so now we're both full-time game developers! Honestly, we're both excited and anxious, but trying to focus on the excitement. I'll be trying to keep you all as up-to-date as possible, though if the choice is between finishing some game programming or posting an update or video, I'll land on the game programming. Speaking of programming- over the holidays I started building the bilge from scratch. The original had some good points, but there were some deep-rooted bugs and design issues that I wanted to address. I'm already two thousand lines of code deep and have addressed multiple ...

Shards and Ships

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Shards and Ships      Below are a few snippets of information about the very critical functionality of how ships fly. I encourage a warm drink for it's a longer read: Excerpt from archivist Lloyding’s shard research and notes:      “While the nature of the shards is entirely unnatural, their influence on the natural world cannot be denied and their effect on transportation, namely Shard Ships (S.S. in short hand), has been revolutionary.  Even the most pre-cataclysm educated have struggled with adapting prior technology and designs to current conditions. Lighter than air dirigibles seems like a natural fit, but history has shown that the massive fabric and tiny capacity make for a poor investment. Combined with hostile creatures, falling stones and stronger winds than previously designed for, it becomes a terrible solution.    Heavier-than-air vehicles seem also to be unusable outside of short and specific roles. Gliders and chutes must be la...